Thursday, October 31, 2013

The flying mouse

Last night I finally stopped playing caped janitor, collecting every bit of junk that I could get my hands on, and played caped crusader. It was much better but it still didn't feel quite right. The best way I can think of to explain it is that the first two Arkham games were excellent Batman games first, adventure games second. This time around the Batman-ness has taken a back seat to larger areas and fighting more enemies at the same time. It's still good, it just doesn't make me feel like Batman anymore. I feel like Sam Fischer in a cape.

Or maybe even this guy.
It's feels odd to complain about how a game feels when all of the mechanics are exactly like the better previous games because I am not sure how to fix it. Getting the right voice for Batman would certainly help but I will give Splash Damage the benefit of the doubt and assume that Kevin Conroy was either busy or just didn't need any more money. This is supposed to be Batman at the very beginning of his career but he doesn't act any different than previous, or I supposed subsequent, versions. Seeing him vulnerable, weak, still learning would have been an interesting twist. Instead he starts out with all of the weapons that he had previously earned.

Splash Damage was afraid to take that big risk: to make Batman almost unrecognizable by starting him out as a guy in a suit instead of the dark knight. This is not an Origin story, it is full fledged Batman transported back in time because no one wants to make the player feel weak. It is a missed opportunity is what it really is.

Speaking of missed opportunities, why was money spent on a new Heavenly Sword game when the PS4 is dying for exclusive launch titles?

Wednesday, October 30, 2013

Bat who?

I started playing Arkham Origins two days ago. Last night was filled up by rock climbing (poorly, I might add..) so I did not get a second shot at improving my first impression. I have a few irrational complaints. Same as it ever was.

1. Not getting Kevin Conroy as the voice of Batman is a sin against God and man and cannot be overlooked, much less forgiven. The jamoke that got to stand in does a reasonable job but it just is not the same. Every time Batman speaks I wonder who the hell it is.

2. Each progressive Arkham game has gotten less linear and more open. Arkham Origins is too open. There is too much to do out of the gate. A little bit of a push towards the initial confrontation with the Penguin would have been a good thing. Instead of that I spent the first three hours of the game wandering around the city collecting bits of Enigma junk in a very un-Batman like fashion. By the way, putting things on the map that you cannot actually get yet is just evil.

3. Enemy power is inconsistent with previous games. It is interesting to have everyone including the good guys run away from Batman because no one knows who or what he is yet. Batman's first run in with Killer Croc is similar but Batman should not be able to take down Croc in a straight up fight. Bats punches him in the head until he falls down. This should not work. I have no doubt they will screw up Bane as well.

/nerd rant over.

Please note that I am not complaining about the absence of the Joker or Mr. Freeze. They had their time in the spotlight and it is time to move on. Falling back on Croc, even as an intro boss, is kind of a drag. Penguin showing up again is just as boring. I really hope the new bad guys can live up to the old ones.

Tuesday, October 29, 2013

Troubling times

I am having a bit of an identity crisis. Maybe console crisis is a better way to put it. For the previous generation my primary console has been the XBox 360. All multiplatform titles were played on it by default because the difference between the Microsoft and Sony versions was almost imperceptible. Comparisons between titles has started to trickle out between the Xbox One and the PS4 and things are not so even. For now it seems that the PS4 has a significant power advantage.

Being a graphics whore dictates that I go with the better looking version. The problem is that I fell for the achievements metagame hard. My total is not massive but it is larger than anyone I have on my friends list and it is not a number that can be easily walked away from, as meaningless as it is.

My PS4 is paid for and will be picked up promptly. I am not quite as sure anymore that the Xbox One will receive the same treatment.

Monday, October 28, 2013

Free problems

Path of Exile runs player instances in the same manner as many MMOs: there is a hub area where the player picks up quests and does a little shopping and as soon as he or she leaves the new area is their own little pocket dimension. Perhaps this is what allows for the 'corpse permanence' that I like so much; the level doesn't really exist on the client machine. Running it this way does introduce two problems that have managed to suck the fun out of a game that I was otherwise very much enjoying.

First off is server latency. Picture this scenario: my keyboard smashed named character walk through a door and is immediately surrounded by dozens of of monsters. No problem, I will back of the doorway and use it as a choke point. As the number of active monsters increases I notice that none of my attacks are hitting, then I can't move, then I warp back into the room where I have been the whole time getting gang tackled. Rollback is ugly and unforgivable and it has killed me more than a few times. Which leads me to the other problem...

Not every level has a portal back to the hub area. This usually isn't an issue because once emptied an area will stay empty. Here's the catch: an instance's saved state only lasts for seven to fifteen minutes after the last time you visit it. That's more than enough time to go into a new level, die (due to server lag...)  and then have to fight your way back through the level again. Did I mention that the levels are randomly generated and when your instance expires it is regenerated? So not only are all the enemies back but everything is in a different place.

Assuming that Batman shows up tonight I will be taking a break.

Friday, October 25, 2013

Wonderful carnage

Diablo 3 made a few changes, perhaps console conceits, that I wish were featured in Path of Exile. For starters I miss playing this kind of game on a controller. It brought an immediacy to how the game felt and made recovering from panic situations a bit easier. For example, I know where all the button on an Xbox controller are without looking down at my hands. I can also touch type. But in the heat of the moment when I need to hit 1 for a health potion and end up hitting Q, casting my exploding corpses spell instead, I feel a little too far out of my comfort zone. This was never an issue in Torchlight II because I never accumulated enough abilities to make this mistake. Path of Exile has enough different and interesting skills that I want to get them all in. Double strike - single attack - corpse explosion - cleave works great for crown control but it hurts my hand.

It is not always easy to tell which of two pieces of similar equipment is better. Gem socket color is part of that but there are also separate stats for armor and evasion. Some armor has both, other only offer one but it difficult to compare them. In Diablo 3 I knew if I would equip the item before I even picked it up, Path of Exile forces me into two different menus just to see if I want to keep it in my limited inventory to sell later. It's definitely old school and not necessarily in a good way.

All of this is forgiven for one reason: corpse permanence. Think way back to Doom. How satisfying was it to walk back through a level and see the pile of bodies you created? If I remember correctly Diablos 1 and 2 did this, as did Titan Quest, but most other action RPGs do not. Path of Exile keeps your level instance intact for as long as you are using it. This means that I can clean a level out, portal back to town, and all the carnage I had wrought is still there. It would be even nicer if the bodies interacted with my character and environment but it is also nice that the game runs just fine on my crappy system.

Path of Exile should not be free. I hope the developers have found a way to make money from this, they certainly deserve it.

Thursday, October 24, 2013

Free and good?

...so bored. I know I have sworn off the PC but let's open Steam anyway.

Path of Exile out of beta? On Steam? Still free? Done.

...

Yowza, this is pretty good.

Billed as the sequel to Diablo II that people wanted, not the one they got, Path of Exile has been in closed and then open beta for what feels like forever. I signed up for the beta ages ago, and for all I know I got in, but I forgot about the game because of whatever new shiny thing passed under my nose. I am actually glad that I waited because, so far, this is a functional, complete, interesting Diablo clone.

There are two differences that I would like to highlight. First and more initially annoying are the game's economy and inventory systems, or lack thereof. Please keep in mind that I have played for all of two hours, so this may change, but hold little my character can carry is infuriating. Junk drops are common but I have a compulsion to collect and sell everything. At least instances stay empty of enemies long enough to clean out an area even with multiple runs back to the vendor.

If I wasn't quite as obsessive compulsive about this I could skip most of the junk drops because the game has no money. Weapons an armor ar exchanged for items, more specifically pieces of items. The default currency seems to be scrolls of identification and they take a lot of paper bits to build. Finding a whole one in the wild translates into a new weapon. Choosing a new weapon can be difficult. Not because of their stats but because all items have gem slots. Colored gem slots.

Abilities do not come from levels, they come from socketed gems. Gems can only be socketed into holes of a matching color so weapon choice hinges on more than simple DPS. Gems also levels up and are removable so putting one in to try it out is not a waste. It is a very user focused system that does not punish experimentation. Characters do gain power as they level but they are mostly passive skills and buffs and there are hundreds of them.


The only complaint I had was that just as I was really getting into the game they kicked everyone out to reboot the server. But it's free so who am I to complain about what they do with their own servers.

Wednesday, October 23, 2013

The lull

God damnit I have nothing to play. Stupid pre-console release lull.

No, I have not played Grand Theft Auto 5 yet. Yes, I intend to, but will not be purchasing it. I am trying to save money.

I could always play ranked in Street Fighter for as long as I can stand it...

Tuesday, October 22, 2013

Beyond something

Beyond: Two Souls is grotesquely stupid. Full stop. End of story. I have a higher than average tolerance for bull shit and on several occasions I looked down at my hands, shook my head and lamented to no one in particular 'So this is what I am doing with my life.' Mashing L1 or R1 to climb a wall. Pressing X to deliver a baby. Failing quick attempts on purpose only to have the game shuffle me along because it had to time for player choice or freedom, the delivery of its story was the only thing of importance.

Quantic Dream doesn't really make games, they make vaguely interactive experiences that could just as easily be played with a DVD remote as a controller. Indigo Prophecy and Heavy Rain at least allowed the player to feel like he or she is playing. Beyond: Two Souls doesn't even get that far. Worse still, I believe that it was an intentional decision to remove any and all player agency. It becomes voyeuristic, and not just because Jodie takes off her pants at every opportunity, though that certainly doesn't help.

Even if I view Beyond: Two Souls as non-interactive fiction it is still terrible. Every single section, save one that I will get to later, that features Jodie as a child or teenager is a crashing bore. We get it, she's awkward and more than a little bitchy. She also has a get out of trouble free card in the form of an invisible companion who almost always does what she says. Talk about an enabler. Equally stupid and just as unbelievable are all the sequences of adult Jodie in the CIA, continent hopping and being a general badass. I can suspend my disbelief about Aiden, her spiritual companion, just fine. The training montage followed by Jodie killing her way across a war torn African town were right out. I just wanted the game to end.

The final insult comes from two chapters that buck the trend and are actually good. First off is The Condenser: teen Jodie is sent in after scientists mistakenly open a door to the infraworld and release evil versions of Aiden, getting themselves and the recovery team all killed in the process. There was an excellent F.E.A.R. vibe to this; I was waiting for Alma to walk around the corner or, better yet, for the twist at the end to be that Jodie was Alma. No luck on either of these but it was still the only part of the game that featured anything close to tension.

Second was a longer chapter that finds Jodie lost in the desert, taken in my a family of native americans. I know nothing of native american legends and lore but I feel that the subject was treated with unexpected respect. It was a self contained story; this is exactly how the rest of the game should have worked. Establish the characters of Jodie and Aiden then send them out on a journey. Have them simply walk the earth, doing good, and then disappearing into the sunset because no one can accept them for who they are.



Instead I get political conspiracies, forced romances and the good guy, father figure losing his mind and turning off the containment field that holds all the monsters in so he can be with his family. Everybody dies, no one is satisfied and I couldn't wait for the game to be over.

Friday, October 18, 2013

Strange bedfellows

I just realized that Simon Templeman, the voice of Kain from The Legacy of Kain series, is playing Larry Bird, an alien living in New Jersey in the newish sitcom The Neighbors.

This guy



is this guy



Weird.

The worst

Castle Rock is still the greatest thing. But this -



That is one of the worst.

Rayman Origins has an excellent 'hidden' final level. Rescue all of the teensies in the normal levels and a final, incredibly difficult area was unlocked along with the best boss fight in the game. I remembered this for Legends and was extra diligent with my teenie rescuing. The credit rolled, a final door unlocked, and I was excited.

Area one was very much like the final section Origins. The next five areas are nothing more than the previous music stages with the visuals obfuscated in some way. Castle Rock is a fish eye lens. The next level covers the screen with snow at critical moments and I have not had the stomach to move on from there.

Chance speaks the truth, this is not a joke.

Why would you got through the extraordinary effort to make a game that looks as good as Legends and then pull this shit? It was fun but now I am done with it. There is no reason to go back and finish off the levels from Origins as there is no final level to unlock, only one more character that I would never use anyway. Rayman Legends started with a bang and ends with a miserable whimper

Thursday, October 17, 2013

Your roots are showing

The video I posted several days ago of Rayman Legends is still the best thing. This is both good and bad. Good because how can I complain about having played the best thing. Bad because it was the capper to the first level and has yet to be even approached, much less equaled. Legends is a gorgeous, impeccably playing platformer. It is also exactly like the first game in every way. Including Origins as unlockable content may not have been a good idea as it confirms that there is almost nothing new here.

I really should not complain. Games like this are few and far between with the only game in recent memory that I can think of to hold up against it being 'Splosion Man. It makes sense that my favorite levels in Legends are the short invasion levels. Forty second, incredibly difficult pieces of previous levels that have one solution, arrived at after dying, over and over, until you get it just right. Ordinarily I frown upon success via failure as a mechanic but the time between death and starting over is so small that I never really stop playing. Eventually, so far anyway, I get the job done.

If nothing else this game makes me more excited for the RPG being created with the same engine. Legends always, always looks good. Not Dragon's Crown good, not quite, but still really good. Little touches of animation are everywhere which makes everything, animate or not, feel vibrant and alive. Not being an artist the next part is a guess, but I get the feeling that it gives them the freedom to just draw something and have it work instead of going into forced negotiations with the programmers and level designers.

My one issues, other that there being almost nothing new, is the one thing that is new. The WiiU version, which was the original it its defense feature asymmetrical multiplayer. One ore more people control Rayman and his cohorts and another manipulates the levels itself with the fancy screened controller. This wont work on the big boy systems but instead of changing the levels the level manipulation has been mapped to the B button which in turn makes for some serious thumb contortion. It is an old, familiar pain that rubs on callouses but up in my youth on games like Battletoads and Super Mario: The Lost Levels.

It would be refreshing if it wasn't so stupid.

Tuesday, October 15, 2013

The coldest shoulder

Lost Planet 3 deserves a wrap up post. It is honestly one of the better generic shooters that I have played in a while. The one conceit that I must allow is that it really is not a Lost Planet game. Then again Lost Planet 2 wasn't really a Lost Planet game, either, so this franchise was already in name only. Generic shooter that takes place on a living ice planet featuring grappling hooks and a giant mech will suffice.

All of the standard action game tropes are here. There is a bug world of sorts, weapons to upgrade, areas that are inaccessible until the correct power up is obtained. There are giant monsters with glowing vulnerable areas. There are even, and to be consistent I must complain about this, quite a few quick time events. Lost Planet 3 commits the familiar cardinal sin of ending the game with the mashing up a button, something that I will not ever condone, but everything up to that point was pretty good.

I already talked about how much I like the every man main character. He goes through his arc and dies at the end like any good hero should. There is one moment where he chooses to protect the planet and its living core at the expense of the entire human race on Earth which is a bit hard to swallow. In his defense the only guy representing the Earth was kind of a dick and was trying to kill him at the time. This decision actually fits the character: he sees what is in front of him and does what he thinks is best.

And in a wonderfully tragic final move he kills the bad guy and kills the monster living inside the planet that he was trying to protect, thereby dooming his family and friends to and even more difficult existence.

The mechs in this Lost Planet are few and far between. Two of them are giant lumbering beasts with no weapons. There are utility rigs, not combat machines, so the best they have to defend themselves is a drill for an arm and a stiff right cross. It is not until the final battle that a real combat mech is seen and the player is forced to fight it on foot.

Inside the heart of the planet while monster antibodies tried to help. It was a good battle.

Lost Planet 3 hit most of my soft spots so I enjoyed it but cannot really recommend it, not when there are games of actual quality floating around. Games like Rayman Legends that don't rely on quick time events for for the climax.

Friday, October 11, 2013

2015?



Yeah, I can wait.

What it isn't

Lost Planet 3 has lost most of its identity. In the first two games heat energy was life, slowly draining when exposed to the impossible cold. Enemies game it up when they died so killing the akrid was less about not letting them kill you and more about actively killing them to stay alive. You were a hunter not a victim. This time around heat energy is nothing more than currency. It is the gil that you use to buy weapons and ammo, nothing more.

The game also make the same 'not Dead Space' move that Dead Space 3 did which creates a game that feels much like another game that didn't feel as much like the first game as it should have. Translation: generic shooter with jumpy moments on a cold plant that occasionally puts you in control of a giant robot with no guns. Rock 'em Sock 'em robots between a mech and giant akrid.

What makes Lost Planet 3 interesting is how the main character is portrayed. He is an absolute everyman. Just a dude trying to find work so he can send money back home to his wife and child. He sends video mail back to her every day. He doesn't question his supervisors orders. He give his colleagues shit but never in a cruel way. He also makes an effort to do what is right just because it is right.

Not playing an anti-hero is refreshing even if the world he inhabits is not.

Wednesday, October 9, 2013

Do you want fries with that?

OK, you caught me, I have been playing Card Hunter and haven't told anyone. It is not that I am ashamed, the game is excellent, but the aesthetic so matches my early days of D&D that I am both uncomfortable and nostalgic beyond belief. The way the game itself is played is totally different: we never used miniatures or maps. Or D&D was theatre of the mind, fast and loose with the rules, custom written and almost always hilarious. Card Hunter is the rule-mongers wet dream. All it is is the rules wrapped up in a delightfully nerdy exterior. It has made what amounts to a turn based strategy game fun for me and that almost never happens.

Card Hunter tempers one strategy by coating it in another: a collectible card game. Items and equipment do not give stat bonuses, they add cards to you deck. The better the equipment the better the cards, and in a brilliant twist there are bad cards that you must play as soon as you draw them. This adds a risk/reward factor to how the deck is built and not nearly as annoying as it sounds. Cards are even used to move your characters around the field. A bad draw can leave with all attacks and no move or all moves and no attack which means that even the simplest encounter can be either made or killed by luck/a poorly constructed deck.

And on top of all of that the majority of the game is free. You can pay to win by purchasing pizza and exchanging that for either gold or unlocking treasure missions, plus just being in the 'the club' nets you one extra item per encounter. It's tempting but it could get very expensive very quickly and it is not a game that I plan on playing from beginning to end. What Card Hunter will do is keep me from spending on marginal downloadable games just because I have nothing else to play.

...

Lost Planet 3 is, so far, not nearly as bad as reviews would lead you to believe. Time will tell.

Monday, October 7, 2013

An unfair contest

In the past month or so I have played two very similar, on paper anyway, downloadable titles. Brothers, the adventure of two young siblings trying to save their father, and rain, the adventure of two young unrelated children trying to save each other. Both are on the artsy side, both are around the same length, neither contain any spoken words, and yet Brothers refuses to leave my mind and rain has me lamenting the lost $15 and time. Why?

Each game has a single gameplay mechanic that it uses as the starting point for all of the 'action' and puzzles. In Brothers the player controls each of the both simultaneously, one on each analog stick. It is clumsy at first but the game never requires anything to happen quickly and it becomes crucial at the end for an emotionally crushing moment. In rain the player only controls one one of the children but they are both invisible. The constant precipitation outlines them and it allows them to hide in plain side but walking under a roof but that is as interesting as it ever gets. Being invisible never really impacts the story, it just makes for a few cheap jumps when the also invisible monsters appear out of nowhere. In fact not seeing the characters actively sabotages any emotion that rain tries to build because it is impossible to identify with a splotchy outline. The boys in Brothers looked and acted like boys. They were people, not just a neat effect.

rain starts in *gasp* a rainy city. It becomes more abstract as it moves along but the color palette never changes. There is no journey, no destination, and everything along the way looks the same.



Honestly David Bowie would have been an improvement.

Brothers is an adventure that starts out small and familiar and ends at the literal ends of the earth. From the hometown to the surrounding mountains to troll slave pits to dodging whales on a tiny boat it never stops changing and never stops being interesting to just walk though and look at. The world has character. It is more than a vehicle for the one effect that the entire game is based on.

Who here has seen Blade Runner? Now put your hands down if you have only seen the theatrical release with the awful voice over, you have only had Blade Runner spoon fed to you, poorly. I did say that neither Brothers nor rain had any spoken dialogue but only Brothers sticks to it has no text, either. The story is told entirely through the visuals, by the actions and reactions of the characters, and it works because it forces the player to pay attention. rain breaks things up with poorly written, or perhaps poorly translated, text dropped right into the game world.



At 47 seconds - 'The girl's silhouette had already melted away...' Why is the game telling me this? I can tell because I can't see it anymore! I don't need anyone to tell me about what I can't see. Over and over again sections that had a good shot at pulling on a few heartstrings were ruined by the game yelling at me 'THIS IS SAD NOW. SEE HOW SAD IT IS!' You would figure that a game based around invisible protagonists would understand that sometimes less is more. Let the player figure it out on his or her own.

rain wasn't bad, at least not when compared to truly bad games like Dark or Ride to Hell, but it was certainly disappointing. If I think about it as an overgrown tech demo it makes sense. Brothers goes on my very short list of tear jerking experiences that will most likely subject myself to on a semi-regular basis. High praise from a great big jerk like me.

Saturday, October 5, 2013

Opposite ends

Much to catch up on, hence the rare Saturday post.

Deadpool never did sink under the weight of the mediocre combat. It remained amusing until the end, up to and including a fight against several dozen Mister Sinister clones. Again, not being a comic book nerd I have no idea if that is his 'thing' or not but it was a pretty good fight with a funny end.



Deadpooooool!

All it not sunshine and kittens, thought. Notice in the video I embedded that Deadpool is not wielding his swords and pistols. There are in fact around twelve other melee and ranged weapons available. I never touched a single one because the game never game me a reason to. Providing variety only goes so far and it counts for nothing if the best answer is the first one and there is no reason to change.

I spent the entire game dumping points into character traits and my starting weapons. At the end of the game I had all of those maxed out and just enough money left to buy the intro level for all the other weapons. Not only was there no reason to ever change weapons but the in game economy, if that is the word for it, makes it impossible to get any of them to a reasonable level in a single play through.

Two ways to fix this. One, instead of having new weapons as purchasable make them unlock as the game progresses. Two, when they unlock make them part of a puzzle or boss battle so the player touches them at least once and then can decide on his own if it is worth using. Please see the real Ratchet and Clank games, not the off genre experiments, as a perfect example.

...

Chamberlain: God I am board and GameFly has failed to ship anything in like a week. Let's look at what's new in digital only world.

(A few minutes pass)

Chamberlain: Why is the Playstation store so terrible? What's this? rain? Looks a little artsy fartsy. Let's see if Chance has played it.

Chance: Reviews have been mixed but that actually makes me a little more curious.

(Chamberlain, who is weak and financially irresponsible, buys rain. Three hours pass.)

Chamberlain: Well, that was a waste of time.

rain tries really hard to have the same kind of emotional impact as Brothers or The Unfinished Swan. Short and punchy is not a bad thing. rain is short but it has no impact. There is a boy who chases after a girl who can only be seen in the rain, ends up invisible himself, is chased by monsters, moved from one wet cityscape to the next, finally saving the girl, the end.

On the plus side there is a new take on stealth: the boy can only be seen in the rain so sitting under a roof makes him impossible to find. It is used on an off, always in the same way, so even when the game takes an Ico turn and the girls begins to manipulate the environment it is never very interesting. Environments take a decided Escher turn in the final third, which is cool, but the path is still linear, which is not.

I have been spoiled by Brothers and now expect my short downloadable titles to leave me an emotional wreck at the end. rain had me wishing I waited for it to be on sale.

Thursday, October 3, 2013

That's it

I am not a political person, in fact I find it to be a waste of time for all involved. Thus I put little thought into the possible repercussions of the government shutdown.

This morning I noticed that my Astronomy Picture of the Day desktop application was not working. No problem I'll just check the site.

apod.nasa.gov down.

Time to kick some ass.

Tuesday, October 1, 2013

(looks around) HAW haw

There are guilty pleasure games just the same as there are guilty pleasure movies. For example, I will declare my love boldly for both


and


and be completely sincere about it. Objectively neither of these are good and I feel just a bit bad about enjoying them as much as I do.

There are guilty pleasures and then there is Deadpool.

High Moon Studios has had a pretty good run of games, each game better than the last. They even possess the rare skill of making a licensed game more than just playable. Enter Deadpool, a Marvel character that I know nothing about beyond his insane level 3 hyper combo from MvC3. He's crazy and he has Wolverine's regenerative abilities, got it. Now give me something that I haven't seen before.

This is where the guilty pleasure bit kicks in: Deadpool is funny. I am laughing at things that I am embarrassed to have laughed it. For example, at the beginning of the game you are given the chance to 'play with Deadpool's junk' in his trashed apartment. There is of course a toilet and you are, of course, given the choice to, well...


God help me, I laughed at that. I laugh at about half of the things he says or does. 50% is a pretty good ratio of funny vs stupid especially when you are shotgunning for laughs as hard as this game is. Hearing Nolan North tell himself to fuck off was worth the price of entry alone.

I fear that this will follow the same path as Killer is Dead, with the gameplay unable to hold its own an invariably dragging down the rest of the game. The difference here is that the cut scenes in Killer is Dead made no sense and the cut scenes in Deadpool make no sense but at least make me laugh.